Editing Olimar (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Olimar
|name         = Olimar
|image = {{tabber|title1=Classic (PM)|content1=[[File:Olimar SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Olimar.png|250px]]}}
|image       = [[Image:Olimar SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Olimar (SSBB)
|moveset1     = Olimar (SSBB)
|tier        = Low
|ranking      = 40
}}
}}
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes with his Pikmin in tow and a stronger moveset for ''Project M''. Despite the power buffs, ''Melee'' physics and higher lag in most of his attacks have put him in an unfavorable position for ''Project M''.  
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes with his Pikmin in tow and a stronger moveset for ''Project M''. Despite the power buffs, ''Melee'' physics and higher lag in most of his attacks have put him in an unfavorable position for ''Project M''. <!--tier position paragraph-->
 
Olimar ranks 39th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the bottom of the D tier. This is an extreme drop from his tier placement in ''Brawl'', where he was ranked 3rd out of 38, and is the largest any ''Project M'' character's standing has fallen when compared to their ''Melee'' or ''Brawl'' tier list. In the official [[Project+]] tier list, he ranks much higher, placing 33rd out of 42 characters.


==Attributes==
==Attributes==
In ''Brawl'', Olimar excelled at defensive gameplay, being able to camp effectively with his [[Pikmin (species)|Pikmin]]. These capabilities have put Olimar 3rd on the ''Brawl'' tier list. As ''Project M'' focuses more on offensive gameplay than defensive gameplay, Olimar's moveset has been consequently altered.
<!--attributes paragraph-->
 
Olimar's Pikmin in ''Project M'' are stronger and have more endurance than before. Also, the Pikmin now have a mechanic where their strength is dependent on the type of flower on their heads. Besides the buffs to the Pikmin, Olimar's ground game has been improved, possessing more powerful tilts, smash attacks, and throws. Olimar's aerial game also saw some positive adjustments, featuring two potential KO moves in his up and down aerials. Finally, Olimar's recovery, [[Pikmin Chain]], which was unreliable and low-reaching in ''Brawl'', has been replaced with the more useful Ionium Jet.
 
However, Olimar has many weaknesses in ''Project M''. While he is heavier than he was in ''Brawl'', Olimar is still fairly light, making him susceptible to KOs earlier than other characters.
 
==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
While Olimar received some buffs, he has been heavily nerfed overall in the transition from ''Brawl'' to PM. The most notable nerf Olimar received was the reduction to the amount of Pikmin he can have at one time which has been reduced to 4 Pikmin instead of 6. This greatly reduced Olimar's camping potential especially since the rest of the cast have better offence and the reintroduction of ''Melee'' mechanics have also sped up the rest of the cast which makes it easier for them to play around Olimar's defence. Besides this, Olimar's defence is also worse as his higher weight and fall speed when combined with the changes to ''PM''{{'}}s mechanics make him much easier to combo. As well as these changes, his smash attacks are laggier, [[Pikmin Throw]] with white Pikmin is notably weaker and now causes the white Pikmin to self destruct and [[Pikmin Order]] no longer has [[armor]] further hindering his defence.
While Olimar received some buffs, he has lost many of the abilities that made him effective in ''Brawl''.
 
Olimar has received some buffs however. Olimar's endurance is overall much higher due to him being heavier and his recovery is much better. His air speed is much faster and his new up special: Ionium Jet is a more reliable and consistent for recovering. His Pikmin's endurance is also much higher as their HP has been greatly increased and the flowers on their heads now determines their strength making them even stronger than before.
 
Overall, Olimar's greater endurance and offence does not make up for his less effective defence resulting in him being a much less effective character than in ''Brawl''.


===Attributes===
===Attributes===
*{{buff|Olimar dashes faster (1.4 → 1.61).}}
*{{buff|Pikmin health is effectively tripled (Reds 30, Yellows 30, Blues 40, Whites 14, Purples 50), increasing their overall durability.}}
*{{buff|Olimar's air speed is much faster (0.82 → 1.1).}}
*{{change|Olimar's traction is higher (0.06 → 0.075).}}
*{{change|He is significantly heavier (82 → 90), improving his endurance, but also making him susceptible to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{change|Olimar falls faster (1.3 → 1.9).}}
*{{change|Olimar's gravity is higher (0.06 → 0.09).}}
*{{buff|Pikmin health is effectively tripled (Reds: 9 → 30, Yellows: 9 → 30, Blues: 14 → 40, Whites: 4 → 14, Purples: 15 → 50), increasing their overall durability.}}
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{buff|Yellow Pikmin now have decreased startup and end lag on many of their attacks.}}
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6, shortening his maximum recovery distance, limiting his use of varied Pikmin and encouraging Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{buff|Olimar now re-spawns with 2 Pikmin after losing a stock no longer forcing him to pluck out Pikmin after losing a stock.}}
*{{nerf|The introduction to the ''Melee'' physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in ''Brawl''. As with {{PM|Meta Knight}} and {{PM|Snake}}, Olimar does not benefit from these physics and the techniques that come with them other than [[L-canceling]].}}
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6 which limits his use of varied Pikmin and encourages Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{nerf|The introduction to the ''Melee'' physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in ''Brawl''. As with {{PM|Snake}}, Olimar does not benefit from these physics and the techniques that come with them other than [[L-canceling]].}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Forward tilt does much more damage (6% → 10%) and is a much stronger KO move.}}
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single quicker hit that can be used repeatedly for juggling.}}
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single hit that can be used repeatedly for juggling. It also has less end lag (FAF 40 → 27).}}
*{{buff|Foward tilt does much more damage now doing and is a much stronger KO move.}}
*{{nerf|New up tilt deals less damage (11% → 8%) and has more startup lag (frame 6 → 7).}}
*{{buff|Foward smash has more air time for Pikmin allowing for the hitboxes to be out for longer.}}
*{{buff|Dash attack has less startup lag (frame 8 → 5) and end lag (FAF 35 → 31).}}
*{{nerf|Jab combo and down tilt no longer have the antenna hitboxes.}}
*{{change|Smash attacks have a different sound effect.}}
*{{nerf|New Up tilt deals less damage.}}
*{{buff|Forward smash has more air time for Pikmin allowing for the hitboxes to be out for longer. Forward Smash now lasts until the Pikmin hit the ground.}}
*{{nerf|Forward smash has a different animation with more ending lag.}}
*{{nerf|Forward smash has a different animation with more startup lag except for yellow based forward smash (frame 11 → 15) and ending lag (FAF 40 → 48 (RBPW), 44 (Y).}}
*{{buff|Yellow based up smash has less startup lag (frame 8 → 7).}}
*{{nerf|Up Smash has less horizontal range and more ending lag (FAF 33 → 43 (RBPW), 42 (Y).}}
*{{nerf|Olimar's [[DACUS]] covers less distance hindering up smash's approach potential.}}
*{{nerf|Down smash has a different animation with more end lag (FAF 39 → 45).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Up and down aerials have less landing lag (30 frames → 20 (up), 25 (down)) which can be further reduced with L cancelling.}}
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones.}}
*{{nerf|Olimar can now only [[auto cancel]] forward aerial out of a short hop as opposed to all of his aerials. Forward aerial now requires perfect timing to be auto cancelled.}}
*{{buff|Down aerial is now a very strong meteor doing more damage.}}
*{{buff|Yellow based forward aerial has less startup lag (frame 7 → 4) and all versions of forward aerial have less end lag (FAF 43 → 34 (RBPW), 31 (Y).}}
*{{nerf|Down aerial has an increased startup, comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option.}}
*{{buff|Yellow based back aerial has less startup lag (frame 10 → 6) and all versions of back aerial have less end lag (FAF 49 → 38 (RBPW), 34 (Y).}}
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones. Yellow based up aerial also has less startup lag (frame 8 → 5).}}
*{{nerf|New up aerial however deals much less damage (24% → 13/15/17% (R), 16% → 9/10/11% (Y), 22% → 11/12/13% (B), 9% → 5/6/7% (W), 22% → 13/14/15% (P)). It also has more end lag except for yellow based up aerial (FAF 35 → 38).}}
*{{buff|Down aerial is now a very strong meteor doing more damage (12% → 13/14/15% (Y), 14% → 15/17/19% (P), 8% → 9/10/11% (W). The late hit also deals more damage with the exception of white based down aerial (7% → 9% (R), 6% → 8% (YB), 6% → 11% (P). Lastly, it has much less end lag (FAF 52 → 37 (RBPW), 33 (Y).}}
*{{nerf|Down aerial has an increased startup (frame 9 → 16 (RBPW), 12 (Y)), comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option. It also has a much shorter duration (frames 9-29 → 16-20 (RBPW), 12-16 (Y) and can no longer [[trip]] grounded opponents.}}
*{{change|Similar to {{PM|Marth}}, Olimar turns around after using his back aerial.}}
*{{change|Similar to {{PM|Marth}}, Olimar turns around after using his back aerial.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|All grabs have decreased startup lag (frame 11 → 9).}}
*{{buff|Blue Pikmin foward throw does slightly more damage.}}
*{{nerf|Grabs have increased end lag (FAF 30 (standing), 40 (dash) → 44/54).}}
*{{buff|Blue Pikmin up throw does significantly more base knockback.}}
*{{buff|Forward throw with Blue Pikmin does slightly more damage (13% → 12/14/16%).}}
*{{buff|White flower Pikmin pummel does 7% in addition to poison damage.}}
*{{buff|Up throw with Blue Pikmin has significantly more base knockback. The changes to ''Project M'''s physics also improve its combo potential beyond low percents. Red, yellow and blue based up throws also deal more damage (6% → 7% (R), 7% → 9% (Y), 12% → 12/14/16% (B).}}
*{{nerf|Purple based up throw deals less damage (11% → 9%) and deals less knockback hindering its KO potential and no longer making it the strongest up throw in the game.}}
*{{buff|Pummel with flower White Pikmin does 7% in addition to poison damage.}}
*{{nerf|Grab range is reduced.}}
*{{nerf|Grab range is reduced.}}


===Special Moves===
===Special Moves===
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
*{{nerf|Pikmin Pluck has been slowed down (FAF 10 → 11).}}
*{{buff|[[Pikmin Order]] has been significantly sped up, so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
*{{nerf|White based [[Pikmin Throw]] deals less damage (6% → 3/4/5%) and white Pikmin now sacrifice their-selves afterwards (although their new explosion produces a damaging hitbox). Olimar's reduced Pikmin count also hinders Pikmin throw's utility.}}
*{{nerf|Pikmin Pluck has been slowed down.}}
*{{buff|Olimar has a new up special: Ionium Jet. This move propels Olimar upward diagonally on a jetpack, damaging enemies along the way, and unlike [[Pikmin Chain]] its effectiveness is not based on the number of Pikmin accompanying Olimar, making this new move a more reliable recovery. It also deals more damage (6/7/8% → 12%), and has less landing lag (32 frames → 30).}}
*{{nerf|Pikmin Order no longer has [[launch resistance]].}}
*{{nerf|Ionium Jet only ledge sweetspots at the end of the move, making it easy to intercept. It also has more startup lag (frame 12 → 21) and much less range compared to a full length Pikmin Chain making it significantly less useful for edgeguarding and is less reliable as an attack due to being a multi hit. He also can't cancel Ionium Jet's landing lag by landing at the right time unlike with Pikmin chain.}}
*{{change|Up Special is now Ionium Jet.}}
*{{buff|[[Pikmin Order]] has been significantly sped up (FAF 21 → 11), so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
*{{nerf|Pikmin Order no longer has [[armor]] completely removing its defensive capabilities.}}


==Revisions==
==Revisions==
===3.01===
===3.01===
*{{change|Back air animation cleaned up.}}
*{{change|Back air animation cleaned up.}}
*{{bugfix|Initial walk speed corrected.}}
*{{change|Initial walk speed corrected.}}


===3.5===
===3.5===
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**{{buff|All pikmin can swim regardless of color.}}
**{{buff|All pikmin can swim regardless of color.}}
***{{nerf|Their elemental immunities has been removed.}}
***{{nerf|Their elemental immunities has been removed.}}
**{{buff|Olimar's antenna lights up reflecting the next Pikmin in line.}}
**{{change|Olimar's antenna light up reflecting the next Pikmin in line.}}
**{{buff|Olimar plucks 4 Pikmin during in entry animation.}}
**{{buff|Olimar plucks 4 Pikmin during in entry animation.}}
***{{buff|He also spawns 2 Pikmin every time he respawns.}}
***{{buff|He also spawns 2 Pikmin evertime he respawns.}}
**{{nerf|All of the Pikmin's health has been reduced.}}
**{{nerf|All of the Pikmin's health has been reduced.}}
**{{buff|Dash attack connects better.}}
**{{buff|Dash attack connects better.}}
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**{{nerf|White and purple Pikmin deal less damage.}}
**{{nerf|White and purple Pikmin deal less damage.}}


*Forward aerial (Pikmin):
*Foward aerial (Pikmin):
**{{nerf|All Pikmin deal slightly less damage.}}
**{{nerf|All Pikmin deal slightly less damage.}}


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==Moveset==
==Moveset==
Up to date as of version 3.6.
Up to date as of version 3.5.


{|class="wikitable"
{|class="wikitable"
! rowspan=2| !! rowspan=2| Name!! colspan=6| Damage!! rowspan=2 width=55%| Description
!rowspan=2| !!rowspan=2|Name!!colspan=6|Damage!!rowspan=2|Description
|-
! width=7.5% | Olimar!!Red!!Yellow!!Blue!!White!!Purple
|-
|-
! rowspan=2 | Neutral attack
!Olimar!!Red!!Yellow!!Blue!!White!!Purple
| rowspan=2 | || 3%, 2% (antenna) || colspan=5 rowspan=2 | &mdash; || rowspan=2 | Olimar headbutts twice. The first attack's hitbox goes as far as the antenna on his head.
|-
|-
|5%
!Neutral attack
| || 3%/2% (hit 1/antenna), 5% (hit 2) (8% total) ||colspan=5|&mdash;|| Olimar headbutts twice. The first attacks hitbox goes as far as the antenna on his head.
|-
|-
!Forward tilt
!Forward tilt
| || 10% || colspan=5 | &mdash; || Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
| || 10% ||colspan=5|&mdash;|| Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
|-
|-
!Up tilt
!Up tilt
| || 8% || colspan=5 | &mdash; || Olimar hops and performs an upwards headbutt. Olimar's head is [[intangible]] when performing this attack.
| || 8% ||colspan=5|&mdash;|| Olimar jumps a little and head-butts upward.  
|-
|-
!Down tilt
!Down tilt
| || 6% (body), 2% (antenna) || colspan=5 | &mdash;|| Olimar slides head-first at the enemy, moving a small distance forward. Deals minimal knockback and combos well into other moves early on. The hitbox goes as far as the antenna on Olimar's head.  
| || 6% (body), 2% (antenna) ||colspan=5|&mdash;|| Olimar does a headbutt along the ground and gains slight distance. Minimal knockback, combos well into other moves early on. The hitbox goes as far as the antenna on Olimar's head.  
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
!Dash attack
| || 7% (clean), 4% (late) || colspan=5 | &mdash; || Olimar does a cartwheel forward. Deals primarily vertical knockback and a good combo starter.
| || 7% (hit 1), 4% (hit 2) ||colspan=5|&mdash;|| Olimar does sort of a tripping cartwheel. Primarily vertical knockback and a good combo starter.  
|-
|-
!Forward smash
!Forward smash
| || &mdash; || {{ChargedSmashDmgSSBM|16}}-{{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|9}} (mid), {{ChargedSmashDmgSSBM|6}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|11}} (mid), {{ChargedSmashDmgSSBM|6}} (late) || {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|11}} (clean), {{ChargedSmashDmgSSBM|6}} (mid), {{ChargedSmashDmgSSBM|3}} (late) || {{ChargedSmashDmgSSBM|16}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|16}} (mid), {{ChargedSmashDmgSSBM|13}} (late) || A Pikmin leaps forwards with a spinning bodyslam. Damage and knockback of the move depends on which Pikmin is used, with the Red Pikmin dealing the most damage, the Purple Pikmin having the strongest knockback, and the White Pikmin being the weakest, both in damage and in knockback. A weak hit will occur if a Pikmin connects as it falls, making this move good for [[edgeguarding]], but the Pikmin will die if thrown off the edge.
| ||&mdash;|| {{ChargedSmashDmgSSBM|15}}-{{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|9}} (late) ||{{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|9}} (mid), {{ChargedSmashDmgSSBM|6}} (late) ||{{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|11}} (mid), {{ChargedSmashDmgSSBM|6}} (late) ||{{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|11}} (clean), {{ChargedSmashDmgSSBM|6}} (mid), {{ChargedSmashDmgSSBM|3}} (late) || {{ChargedSmashDmgSSBM|17}}-{{ChargedSmashDmgSSBM|21}}, {{ChargedSmashDmgSSBM|16}} (mid), {{ChargedSmashDmgSSBM|13}} (late) || Throws a Pikmin in front of him, it deals damage and knockback, rather than latching on, having great knockback if the Pikmin is purple. A weak hit will occur if the Pikmin connects as it falls, making this move good for edge-guarding, but the Pikmin will die if thrown off the edge.  
|-
|-
!Up smash
!Up smash
| || &mdash; || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|5}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || A Pikmin rockets upwards into the air. Olimar's fastest smash attack and is great move for [[juggling]]. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without charging.
| ||&mdash;|| {{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|5}} (late) ||{{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Tosses a Pikmin a short distance into the air. Olimar's fastest smash and is great for juggling. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without a charge.
|-
|-
!Down smash
!Down smash
| || &mdash; || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|8}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|4}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Two Pikmin dashes out to simultaneously on either side. Deals no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery. An enemy can actually hit both Pikmin if they are in between Olimar. If only one Pikmin is present when using this attack, it will attack in front of Olimar.
| ||&mdash;|| {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|8}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|4}} (late) ||{{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Throws out Pikmin a short distance to either side (uses the next two in order). Has no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery. The player can actually hit with both Pikmin if the opponent is in the middle.
|-
|-
!Neutral aerial
!Neutral aerial
| || 2% (hits 1-5) || colspan=5 | &mdash; || Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.  
| || 2% (hits 1-5) (10% total) ||colspan=5|&mdash;|| Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.  
|-
|-
!Forward aerial
!Forward aerial
| || &mdash; || 13-17% || 10-12% || 12-14% || 6-8% || 13-15% || Olimar swings a Pikmin forward in a downward arc. Has decent vertical knockback. This move can be wavelanded from a short hop, but it is difficult to do consistently.
| || &mdash; || 13-15% || 10-12% || 12-14% || 6-8% || 13-17% || Smacks a short range with a Pikmin. Swings in an arc and as decent vertical knockback. It can be wavelanded from a short hop, but it is difficult to do consistently.
|-
|-
!Back aerial
!Back aerial
| || &mdash; || 15-19% || 12-14% || 14-16% || 8-10% || 15-17% || Olimar swings a Pikmin behind in a upward arc. This move turns Olimar around in the air.
| || &mdash; || 14-16% || 11-13% || 13-15% || 7-9% || 14-18% || Similar to the forward aerial, only behind Olimar and more of a horizontal arc.  
|-
|-
!Up aerial
!Up aerial
| || &mdash; || 13-17% (clean), 7% (late)|| 9-11% (clean), 5% (late) || 11-13% (clean), 6% (late) || 5-7% (clean), 3% (late) || 13-15% (clean), 8% (late) || Olimar lifts a Pikmin upwards over his head. An ideal KO move when used with a red or purple Pikmin. Long duration helps in pursuing [[air dodge]]s.
| || &mdash; || 12-14% (clean), 7% (late)|| 9-11% (clean), 5% (late) || 11-13% (clean), 6% (late) || 5-7% (clean), 3% (late) || 14-18% (clean), 8% (late) || Throws a Pikmin a short distance over his head. Ideal KO move when used with a red or purple Pikmin. Long duration helps pursuing airdodges.
|-
|-
!Down aerial
!Down aerial
| || &mdash; || 15-19% (clean), 9% (late) || 13-15% (clean), 8% (late) || 14-16% (clean), 8% (late) || 9-11% (clean), 4% (late) || 15-17% (clean), 11% (late) || Olimar strikes downward with a Pikmin. The move itself is a [[spike]], being strongest with the red Pikmin and weakest with the white Pikmin.
| || &mdash; || 15-17% (clean), 9% (late) || 13-15% (clean), 6% (late) || 14-16% (clean), 8% (late) || 9-11% (clean), 4% (late) || 15-19% (clean), 11% (late) || Thrusts a Pikmin under himself. Short ranged. The first few frames can spike being strongest with the red Pikmin and weakest with the white Pikmin.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
Line 222: Line 188:
|-
|-
!Grab
!Grab
| || colspan=6 | &mdash; || Olimar sends a Pikmin forth to grab an opponent.
| || &mdash; ||colspan=5|&mdash;|| Grabs the enemy with his Pikmin.  
|-
|-
!Pummel
!Pummel
| || &mdash; || 2% || 2% || 2% || 2-6% || 2% || Pikmin attacks with headbutt.
| || &mdash; || 2% || 2% || 2% || 5%-6% || 2% || Pikmin attacks with headbutt.
|-
|-
!Forward throw
!Forward throw
| || &mdash; || 6% || 7% || 12-16% || 6% || 7% || The Pikmin releases the foe forwards. Strongest in terms of knockback with the blue Pikmin.
| || &mdash; || 6% || 7% || 12% || 6% || 7% || Pikmin pushes itself off, launching the enemy forward. Strongest in terms of knockback with blue Pikmin. Purple Pikmin are also slightly more powerful than the blue, red or yellow, although not quite as strong as the blue Pikmin.
|-
|-
!Back throw
!Back throw
| || &mdash; || 7% || 9% || 12-16% || 7% || 9% || The Pikmin swings the foe backwards by slamming them onto the ground. Strongest in terms of knockback with the blue Pikmin, with purple Pikmin only being slightly weaker.
| || &mdash; || 7% || 9% || 12% || 7% || 9% || Pikmin jumps backwards while slamming them into the ground. Strongest in terms of knockback with blue Pikmin. With purple Pikmin only being slightly weaker.
|-
|-
!Up throw
!Up throw
| || &mdash; || 7% || 9% || 12-16% || 6% || 10% || The Pikmin leaps into the air, turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can [[Star KO]] even heavyweights at 130%, with the Purple Pikmin being slightly weaker than the blue Pikmin.
| || &mdash; || 9% || 9% || 12% || 6% || 10% || Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can star KO even heavyweights at 130%. Purple Pikmin are of course, the second strongest, but slightly less than the blue Pikmin.  
|-
|-
!Down throw
!Down throw
| || &mdash; || 1% (hit 1), 6% (throw) || 1% (hit 1), 8% (throw) || 1-5% (hit 1), 9% (throw) || 1% (hit 1), 5% (throw) || 1% (hit 1), 7% (throw) || The Pikmin slams the foe into the ground. This throw can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
| || &mdash; || 1% (hit), 6% (throw) (7% total) || 1% (hit), 8% (throw) (9% total) || 1% (hit), 9% (throw) (10% total) || 1% (hit), 5% (throw) (6% total) || 1% (hit), 7% (throw) (8% total) || Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent, with purple pikmin being the strongest, and the blue and white pikmin having the highest combo potential. Can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
|-
|-
!Floor attack (front)
!Floor attack (front)
| || 6% || colspan=5 | &mdash; || Gets up and headbutts both sides.
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
|-
|-
!Floor attack (back)
!Floor attack (back)
| || 6% || colspan=5 | &mdash; || Gets up and punches both sides.
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
|-
|-
!Floor attack (trip)
!Floor attack (trip)
| || 5% || colspan=5 | &mdash; || Gets up and headbutts forward, and kicks backwards.
| || 5% ||colspan=5|&mdash;|| Swirls his legs around in a full circle.
|-
|-
!Edge attack (fast)
!Edge attack (fast)
| || 8% || colspan=5 | &mdash; || Quickly climbs up and headbutts onto the stage.
| || 8% ||colspan=5|&mdash;|| Flips over.
|-
|-
!Edge attack (slow)
!Edge attack (slow)
| || 10% || colspan=5 | &mdash; || Gets up slowly and quickly sticks one foot out.
| || 10% ||colspan=5|&mdash;|| Gets up slowly and quickly sticks his feet out.
|-
|-
!Neutral special
!Neutral special
| [[Pikmin Pluck]] || colspan=6 | &mdash; || Olimar quickly pulls out a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, and trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment. Using the move in the air will make Olimar rise up a little, but it only once.
| [[Pikmin Pluck]] ||&mdash;||colspan=5|&mdash;|| Olimar quickly pulling a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment, using the move in the air will act like another second jump and make Olimar rise a little, but only once. It can be used several more times before touching the ground to increase horizontal distance.
|-
|-
!Side special
!Side special
| [[Pikmin Throw]] ||&mdash;|| 2-4% (latched hits) || 2-4% (latched hits) || 2-4% (latched hits) || 3-5% (latched hits), 6-8% (explosion) || 10% || Olimar throws a Pikmin at an enemy, who will latch onto the enemy and will slowly rack up damage. Different Pikmin have different effects when thrown. If the target cannot be latched onto, or the Pikmin is Purple, it simply deals damage. The Pikmin can be reflected back at Olimar, in which case, they will stick to him instead. The player can simply use Pikmin Order to get them off and avoid taking damage.  
| [[Pikmin Throw]] ||&mdash;|| 2-4% || 2-4% || 2-4% || 3-5% (latched; 8-9 hits), 6-8% (explosion) || 10% || Olimar throws a Pikmin at an enemy, then the Pikmin latches onto the enemy and slowly racks up damage, similar to the effects of Lip's Stick. Different Pikmin have different effects when thrown. The move should be used to repel incoming opponents that are charging at Olimar while he is throwing Pikmin (latched-on Pikmin do not cause an enemy to flinch, and so they can continue attacking normally). However, it may make opponents have to take time to knock the Pikmin off. Pikmin can be reflected back at Olimar, in which case, they will stick to him. The player can simply use Pikmin Order to get them off if this happens.  
|-
|-
!Up special
!Up special
| Ionium Jet || 10% (startup), 1% (hits 1-7), 5% (hit 8) || colspan=5| &mdash; || Olimar jets upwards diagonally, dealing damage while flying. If Olimar takes a hit while using this move, Olimar will lose his jump (even if he did not use his second jump before using Ionium Jet).
| [[Ionium Jet]] ||&mdash;||&mdash;||&mdash;||&mdash;||&mdash;||&mdash;|| Olimar jets upwards diagonally, dealing damage while flying.
|-
|-
!Down special
!Down special
| [[Pikmin Order]] || colspan=6 | &mdash; || Olimar quickly blows his whistle, and a colored area surrounds him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it.  
| [[Pikmin Order]] ||&mdash;||colspan=5|&mdash;|| Olimar quickly blows his whistle, and a colored area surrounding him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it.  
 
|-
|-
!Final Smash
!Final Smash
| [[End of Day]] || colspan=6 | 10% (bury), 15% (ascent), 1-43% (Bulborbs), 10% (descent), 15%/20% (explosion) || Olimar takes off in the S.S. Dolphin, leaving his opponents alone for Red Bulborbs to attack them. Afterwards, the ship crash lands back onto the stage, hurting anyone in its path.
| [[End of Day]] || 10% (bury), 15% (launch), 42% (Bulborbs), 30% (landing) (97% total) ||colspan=5|&mdash;|| Olimar takes off in his spaceship (which traps and hurts enemies, doing about 27% damage from entering to take-off), leaving his opponents alone for Red Bulborbs (a common Pikmin enemy) to attack them. During the duration of the Bulborbs' attacks, the opponents receive about 42% damage. Afterward, the ship crash lands back onto the stage, hurting anyone in its path. A perfectly performed End of Day attack can cause nearly 100% damage to the opponents, plus the final explosion is often powerful enough to land a KO after the Bulborbs do their damage. Despite being left behind, Olimar's Pikmin are unharmed, but left vulnerable to attack.  
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Brood|Japan}}
*{{Sm|Guttey|USA}} - Ranked #49 on [[PMRank 2023]].
*{{sm|Hungrybox|USA}}
*{{Sm|Bees|USA}} - Ranked 6th in Massachusetts.
*{{Sm|Jason Waterfalls|USA}}
*{{Sm|~CP9~|USA}} - Formerly ranked #42 on [[PMRank 2022]].
*{{Sm|Oracle|USA}}
*{{Sm|Dotcom|USA}} - Strong tristate player.
*{{Sm|SS|USA}}
*{{Sm|Xero|USA}}


==Alternate costumes==
==Alternate costumes==
===Project M===
In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from ''Brawl'' now has black skin rather than a darker helmet, he has a purple alt, and his blue color from ''Brawl'' now has blonde hair to further reference Louie.
In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from ''Brawl'' now has darker skin rather than a darker helmet, he has a purple alt, and his blue color from ''Brawl'' now has blonde hair to further reference Louie.  
 
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Olimar Palette (PM).png|frame|center|Olimar's alternate costumes in PM.]]
|colspan=8|[[Image:Olimar Palette (PM).png|frame|center|Olimar's alternate costumes in PM.]]
|-
|-
|[[File:OlimarHeadSSBB.png]]
|[[Image:OlimarHeadSSBB.png]]
|[[File:OlimarHeadWhiteSSBB.png]]
|[[Image:OlimarHeadWhiteSSBB.png]]
|[[File:OlimarHeadRedSSBB.png]]
|[[Image:OlimarHeadRedSSBB.png]]
|[[File:OlimarHeadBlackPM.png]]
|[[Image:OlimarHeadBlackPM.png]]
|[[File:OlimarHeadGreenSSBB.png]]
|[[Image:OlimarHeadGreenSSBB.png]]
|[[File:OlimarHeadBlueSSBB.png]]
|[[Image:OlimarHeadBlueSSBB.png]]
|[[File:OlimarHeadYellowPM.png]]
|[[Image:OlimarHeadYellowPM.png]]
|[[File:OlimarHeadPurplePM.png]]
|[[Image:OlimarHeadPurplePM.png]]
|}
|}
===Project+===
''[[Project +]]'' gives Olimar two costumes based on the bad ending of the first ''Pikmin'' game (one of which references {{s|pikipedia|Mushroom Pikmin}}, which are Pikmin that have been infected by the spores of a {{s|pikipedia|Puffstool}}), as well as an alternate costume based on real-world astronauts.
2.5 adds another costume known as Deep Space Olimar, which gives Olimar an appearance similar to actual spacesuits, although the backpack is now the Planter Pack from Pikmon Bloom. Every costume now has an updated jetpack inspired by ''Hey! Pikmin'' and giving his yellow costume a warmer skin tone.
[[File:Olimar Palette (P+).png|800px|thumb|center|Olimar's alternate costumes in P+]]
'''Z-Secret Costume:''' The President
'''R-Secret Costume:''' Louie


==External links==
==External links==
*[https://www.reddit.com/r/SSBPM/comments/nq02kx/olimar_tech_post_repost_cause_it_wasnt_working/ Labbing Discord Tech Post]
*[http://projectmgame.com/en/characters/olimar Project M character page]


{{Project M}}
{{Project M}}
[[Category:Olimar]]
[[Category:Olimar]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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